Meanwhile, the quests are diverse enough to keep things interesting, and you can finish them at will. Different sorts of quests are sorted out in your quest panel. You have main quests, side quests, tasks, and faction quests. This makes it really easy to keep track of each mission. It’s easy to see where each location is on the map, so you can finish them regionally if you want, or work on a task as you complete a faction quest or two. One problem with a lot of RPGs is that it’s easy to get overwhelmed and disorganized. This is taken care of nicely with the quest system in Reckoning. The inclusion of fast travel keeps the pacing at a nice clip.

As far as open worlds go, Kingdoms of Amalur: Reckoning has a pretty large one, but confined at the same time. This isn't like Skyrim where if you see it, you can go there. In Amalur, anything more than a foot tall in game will act as an unscalable barrier. The same is true for drops. There are a few ledges that are meant to be jumped from, but most, again act as barriers. The world itself within the barriers, however, has much to offer. Stray from the main storyline and you find plenty of interesting side quests and some very compelling factions to join. Completing these quests not only offer great experience, but some give you irreplaceable rewards and benefits, not to mention the interesting story you get to play though during the quests themselves.